// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "SimplePlayerState.generated.h"

/**
 * 
 */
UCLASS()
class SIMPLE_API ASimplePlayerState : public APlayerState
{
	GENERATED_BODY()
	
public:
	ASimplePlayerState();

	void ScoreKill(ASimplePlayerState* Victim, float Point);

	void ScoreDeath(ASimplePlayerState* KilledBy);

	virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const override;

	void ScorePoints(float Points);

	UFUNCTION(BlueprintCallable, Category = Simple)
	void SetKbePlayerName( const FString& S);
protected:
	UPROPERTY(Transient, Replicated, BlueprintReadOnly, Category = Simple)
	int32 NumKills;

	UPROPERTY(Transient, Replicated, BlueprintReadOnly, Category = Simple)
	FString KbePlayerName;

public:
	UPROPERTY(Transient, Replicated, BlueprintReadOnly, Category = Simple)
	FString KilledBy;

	
};
